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Controller Renegade Project [DriverN Shooter system]

Discussion in 'Tools In Progress' started by dibdab, Aug 4, 2017.

  1. dibdab

    dibdab

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    added automatic creation of drivable cars
    lerping of drifting values
    002.gif
     
  2. dibdab

    dibdab

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    new> horse riding
    ridin4.gif
    using battleHorses from the assetstore
     
  3. dibdab

    dibdab

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    seen this and wanted to remake it
    spinkick3.gif
    made with ccd ik
     
    Last edited: Nov 10, 2019
  4. dibdab

    dibdab

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  5. dibdab

    dibdab

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    another experiment which might lead to something
    steps2.gif
     
    Last edited: Nov 10, 2019
  6. dibdab

    dibdab

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    learned a couple thing while working on RenegadeLite

    the center-of-mass issue might be resolved
    by the combination of baked xz position and state-switching
    attackCom.gif

    ik target positioning
    can be set for each attack [leg, waist, head height]
    attackheights.gif

    lockOn, experimental feature
    [rotate towards enemy when the attack finishes]
    attacklockon.gif

    other features
    : using anim for knock-out
    : stamina for head, stomach, legs
     
  7. dibdab

    dibdab

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    actually baking wouldn't make the blended rootmotion issue go away
    so had to resort to onAnimatorMove()

    seqattack5.gif
    some thoughts on fight mechanics and how to set up the animations
    there are 3 stances
    punchfwdx.jpg

    - should make sure that the fighter looks forward and where the attack lands [root transform rotation]
    - the feet should not go below the ground and probably the root transform position (Y) better be set to original
    - the root transform position (XZ) shouldn't be baked (if the movement significantly leaves the center)


    Renegade system makes it possible to start new attack before the first one finishes (like a combo)
    animswitch.gif
    here is initiating the same one
    kickseq.gif
    it's better to use the same stance (like left foot forward for every punch) but can be mixed
    an example of switching opposite stances
    stanceswitch.gif
     
  8. dibdab

    dibdab

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    I was able to convert HDM05 motion files to fbx
    http://resources.mpi-inf.mpg.de/HDM05/index.html

    license: Creative Commons Attribution-ShareAlike 3.0


    here's how to do it:

    [blender]
    - set amc import (UserPreferences > Addons > ImportExport asf amc)
    - import asf
    - import amc
    - 1. set animation End
    - export bvh

    [fragmotion]
    - import bvh
    - 1. Transform > MirrorAll > ZAxis or Transform > TransformOptions > Rotate
    (so TPose and animation looks at the same direction)
    - export fbx

    03.02 tr_1 : https://www.mediafire.com/file/mu9kzf2tfndg3aj/0302tr01.fbx/file
    06.01 bd_1: https://www.mediafire.com/file/wjdoaqt4hikipyh/0601bd01.fbx/file
     
  9. dibdab

    dibdab

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    I'm thinkin about making demos like racing and a level revolving around a story idea
    and if someone wanna join in for a level I would give out developer title of a modul
    and discount for the full system
    the assets I would make accessible on a link
    shoot me a pm if interested

    some optimalization and bug squashin has been goin on
    string operations (enums included) has been cut to minimum
    timeout for raycasts
    the cars have separate wheels now, so interchangeable wheels, steering gui
    pool system has been designed (for rigidbodies, and kinematic bullet types next)

    some footage for educational purposes
    strayrun2.gif

    RenegadeLite previous promo
    renegadeLite.jpg

    yea I got an idea
    start anims with offset (+startP by rayhitEvent)
    have to give the at mechanic start in Renegade.state
    that could work for pretty wide scenarios
    like jump could go 3 ways: land on feet, roll, grab a ledge, change fall pose, get stuck bodypart. this is all checks, best keep them in own class
    make all input-init or automatic while enviromentally aware

    demo level ideas:
    1. runnin a shop, running an agency. basically a trade simulation. like transporting everyday deals. pickin up the wares, movin the wares and offloading the wares. pay at the end of the day.
    2. car race simulation: cops chasin a carjacker.
    copchase.jpg
    3. mix of. taxi driver (in CityLines agency)
    4. sword fight. maybe with platforms. maybe with more enemies eventually. the level is about how long can the player endure against a wave of attackers. (two-player version bonus)
    5. rpg-shooters against helicopters. two-player version game. call it BloodSoaked Sands
    6. monster car track.
    joinforces.jpg
    7. can your car outrun a charter aircraft? runway to the top spot
    joinforces2.jpg
    these assets are given out in presumption of cooperating with Raw Formula

    the system is developed in 5.67 so preferably that version but of course some features might need newer versions (like cloth and terrain)
     
    Last edited: Dec 21, 2019
  10. iamthwee

    iamthwee

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    My god this is insane work dude.
     
  11. dibdab

    dibdab

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    which one
     
  12. iamthwee

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    this thread. *humbly bows down.*
     
  13. dibdab

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    sometimes I look at the older mechanics like the irregular steps and I don't know if that was better and goin into wrong direction. for some cases* it is simpler to ignore which foot is where, but some cases do not work well without foot-tracking. or what am looking at is a center-of-mass thing which is no matter start foot, is a offset

    *didn't showcased it yet it seems
    straywalk.gif
     
    Last edited: Dec 22, 2019
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  14. dibdab

    dibdab

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    Basic Fighter system totally free now
    https://rawformula.itch.io/fight-system-unitypackage

    all the proceeds from the legacy version of Renegade Fighter
    go to hiring talent for Renegade system

    Let's make the dream happen TM


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::...
    runwayto7.gif


     
    Last edited: Dec 22, 2019
  15. dibdab

    dibdab

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    tokai is comin
    新宿 対決
    sumostunmen7promo1.png
     
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  16. dibdab

    dibdab

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    experimenting w wip deco build pack
    look at those numbers, the tris and the saved batches
    Clipboard01.png
    decobuild3.jpg
    also
    Clipboard01.png
    yes, and was planning to give forum access for customers
    where could get the latest updates, packs, game-ready CC3 assets etc.
    boards.jpg
     
    Last edited: Dec 30, 2019
  17. dibdab

    dibdab

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    precision of calibration the mark of the professional
    キャリブレーションの精度専門家のマーク
    proptestfootage.gif

    training2.png training2b.png
     
    Last edited: Dec 30, 2019
  18. TechSinsN

    TechSinsN

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    Any new updates coming soon? I really want to buy this, but just can't wrap my head around the controls in the demo lol
     
  19. dibdab

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    I'm waiting for that too :)

    the controls are changeable. is there something special you need for controls?
    if you mean locomotion, that is versatile in that sense, that strafe can be switched off (so just basic walking forward and backward)
    and also if strafe is switched off, using those L/R buttons add more rotation


    there has been some changes in gamepad control, and while all features should be controllable by keyboard, the primary control is considered to be gamepad control, meaning there might be some added plus using gamepad.
    also I think was mentioned, that because it seems impossible to use control for unarmed/weapon/driving with the same buttons at once on gamepad (even with key combos) so will need to have a button for mode switching (unarmed / armed)

    since updating the main Renegade script
    added creator script for actor, vehicle, carIKPositions
    (the default setup is runtime, save and copy the created gameobject)
    been working on the driving, locomotion, jumping, fighting
    and next weapons and enter-exit

    while everything should work with new version, will have to check, and remaking the scenes from scratch
    (copyRagdoll has broken, don't know yet if it is setup or code)
     
    Last edited: Jan 1, 2020
  20. TechSinsN

    TechSinsN

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    Basically what I’m looking for is controls similar to gta 4 and 5 so WASD for moving and mouse for rotating the way demos are setup I just can’t understand the controls, and like shooting should be like gta right mouse to aim and left mouse to shoot maybe it’s just me but is it possible for you to make a demo like that or is it extremely easy to setup the controls that way?
     
  21. dibdab

    dibdab

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    okay, you need a script for the mouse input.
    https://docs.unity3d.com/ScriptReference/Input.GetMouseButtonDown.html
    for shooting
    https://docs.unity3d.com/ScriptReference/Input-mousePosition.html '
    (shouldn't this be Vector2 ?)
    for rotation [get the dif, then adding as R value, which is float)
    Renegade.man.Rotate (0, RCoef * delta, 0);


    aiming you mean sniper mode or turning with the weapon?

    here is a camera controller w wasd + mouse
    https://gist.github.com/gunderson/d7f096bd07874f31671306318019d996
     
    Last edited: Jan 1, 2020
  22. TechSinsN

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    Turning with weapon
     
  23. dibdab

    dibdab

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    weapon turning is blend tree, so the value should be added to animator like
    Renegade.animator.SetFloat ("hGun", hGun);
    Renegade.animator.SetFloat ("vGun", vGun);
     
  24. dibdab

    dibdab

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    exclusive shots from TV Sakura at the Osaka Studios
    TVSakura1.jpg
    our sources say the mood is good on the set
    but as you can see cloudy is the sky and winds and floods expected next week in some areas
    the director told he is very satisfied w how things go, his business class associates can be a-sured their finances are well spent.
    the sumo champion didn't want to comment.
     
  25. dibdab

    dibdab

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    imported aiDriver and overwritten couple files in the process
    overwritnoldversion.jpg
    it was a year old project and gratefully got newer ones in the last saved project

    this looks like a good default
    aidriverays.jpg
    but will have to rethink cause the aiDriver got burned on the test track
     

    Attached Files:

    Last edited: Jan 10, 2020
  26. dibdab

    dibdab

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    tokyoGlass
    チャンピオンシップ championship
    主催
    tokyoglass.png
    this was a funny story. once the champion broke one trophy on a regional title. the maker of the title, after this incident, signed a life-long expedition of any glass the champ might need.
     
  27. dibdab

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    Last edited: Jan 10, 2020
  28. dibdab

    dibdab

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    truckControl has been implemented in Renegade systems
    truckControl.gif

    and again TV Sakura brings exclusive behind-the-scenes footage
    TVSakura2.gif
     
  29. dibdab

    dibdab

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    will keep to two weeks deadline to release new version of Renegade

    ...
    woman2020.gif
    woman2020c.jpg
     
    Last edited: Jan 19, 2020
  30. dibdab

    dibdab

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    weaponfingers.jpg

    checkin rifle against dif animations to find the best parented position [1D idle]
    riflecheckin.gif

    handgun fwd
    handgunF.gif

    handguncrouch.gif

    rifle fwd 1
    riflewalk.gif
    things set by weaponData

    findHolster() / defineHolster()
    holsterx = at.back
    holsterx = at.rThigh
    holsterx = at.rKnee

    defineWType ()
    wtype = Type.shooter;
    wtype = Type.exploder;
    wtype = Type.fx;
    wtype = Type.stick;

    functions on basicPickup

    weaponStore() //for example when driving
    unStore(Transform weapon)
    weaponDrop()
    weaponHolster()
    PickupWeapon0()
    PickupObject0()
    removeWeaponIK ()
     
    Last edited: Jan 23, 2020
  31. dibdab

    dibdab

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    loop working for aiDriver
    aidriveloopx2.gif

    now thinking about adding offset to path node
    and decide based on the next curve's angle (left/right *roadwidth/2*90*angle, but prob over 60 you might want reverse the side)


    wheels
    aiwheels.gif
    w steersmooth, maybe it has some effect
    aiwheelssteersm.gif



    _____
    after createCar 3 steps should be taken for drivable car
    1. set vehicle rigidbody to useGravity
    2. set driverx on cDriver.cs to com transform
    3. switch off steer ui, if not using touch control

    _____
    offset from target node (off and on : reverseoffset)
    aidriveoffsetrev.gif
     
    Last edited: Jan 24, 2020
  32. dibdab

    dibdab

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    slowing down if targetNode is behind (over a certain angle).
    switching to next targetNode if it's behind vehicle.
    aidriveslowleave.gif

    I laugh at it but not so funny:
    aidrivebotch.gif
     
  33. dibdab

    dibdab

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    maybe this is the right one
    aidrivelaneoffset.gif
     
  34. dibdab

    dibdab

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    got into a very awkward position
    after made a huge blend tree for rifle walk
    moveRifle.gif
    turns out the same humanoid animation on another actor is wrong
    (this only applyes to rifle, it wouldn't happen w handgun or sword)
    screen_811x240_2020-01-30.jpg

    but w fixer its fortunately can be fixed
    works w the IK
    holdfixerLateIK.gif

    humanfixer.jpg
    humanfixer2.jpg
    but again, it's must be taken into account, cause can't be turned on all around, only for a
    an animator state (or/+ Renegade.state), or only rifle(?) have to test
     
    Last edited: Jan 30, 2020
  35. dibdab

    dibdab

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    so what I did was
    on weaponData for rifle
    weapfingers.jpg
    means the 5th fingerset is rifle-grip

    on pickupBasic
    pickupfix.jpg
    means rifle's weapon ID is 2 (set by weaponData)
    perc is percentage
    and the fix is for rightArm

    the soldier and the suit needed the fix
    1. without fix 2. fix 3.perc of fix by poseSelect (for soldier at shoulder height)
    fix.gif

    poseSelect is a blendtree parameter for height [0:waist 1:shoulder]
    fixcond.jpg
     
  36. dibdab

    dibdab

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    if nothing comes in the way on weekend might new version uploaded

    input blending, on opposite direction
    250 and 1
    walkvxopp.gif
    switching statemachine: unarmed/weapon
    switchloco.gif

    new road elements
    newroad.jpg newroads.jpg

    traffic
    traffic02a.gif
     
    Last edited: Feb 22, 2020
  37. dibdab

    dibdab

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    nudef.gif

    targetmacthing for enter
    more organized look
    enterex2.jpg enterex.jpg
     
  38. dibdab

    dibdab

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    in-vehicle anims: lerpin seat position to offsets
    ditching animcurve door animation for car animator
    new: get-in with matchtarget
    sit2gun.gif
    ridsh.gif

    shoot3.gif
     
  39. dibdab

    dibdab

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    an experiment that failed
    max for cinematic use
    aimfix.gif
     
  40. dibdab

    dibdab

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    had to deal w this bug
    this happens if someone steals a weapon
    (+ loco - weapon statemach switch)
    wpickup.gif
     
  41. dibdab

    dibdab

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    last minute dealt with bikeControl
    noticed some lean-issues w 0.044 fixedtimestep

    all vehicles are physical. the flyin helis and planes, and ground vehicles, bike, car, truck all wheelcoll physical

    but I was concentrating on driving and weapons rifle and handgun
    managed to update the aiWalker demo too

    old>> not included in new version for now
    ocean, ragCopy, lerpControl
    motoctrl.jpg
    stabili is not there anymore
    fix can be made to call on crash, or stop, start (topples on velocity check or gets fixed)
    the animation is pretty junky and the body matchtarget part is not codepastd yet
    amatch is not used for this (that is for lerpcontrol). this uses lerp to enterpoint, and matchtarget will be to centerpoint+offset
     
    Last edited: Mar 2, 2020
  42. dibdab

    dibdab

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    version 0.96 has been submitted
    packages.jpg
    old version is left there

    demos for estimations how suitable is for your game projects
    chopper, motobike, walker, car demo
    http://www.mediafire.com/file/2z3ovt8dkppb69s/heliRaw.ZIP/file
    http://www.mediafire.com/file/vq3lkgdnuh3r6sa/bikerRaw.ZIP/file
    http://www.mediafire.com/file/v08lyev0tjs8tu9/rengdRaw.ZIP/file
    http://www.mediafire.com/file/fvk3qb1dfnhw9wg/carRaw.ZIP/file
    (I know about walkers jams, probbly stuck in statemach)

    truck demo (for some reason I can't seem to find the why the other one is initially stuck)
    https://www.mediafire.com/file/8tfqwf74mqve88q/truckRaw.ZIP/file

    can you race a truck running to a wall
    raceatruck.jpg
    https://www.mediafire.com/file/po5uitel4v6h9v8/truckoffRaw.ZIP/file
    (at least one bug found)


    renegade.jpg
    renegade03.jpg
    one more round of optimization is planned for tracers, bullets, particles
    but nothing beyond that, that would involve the core of the system
    so can work on mechanics
    and still have to go through the scenes to set up all gameobj
     
    Last edited: Mar 22, 2020
  43. dibdab

    dibdab

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    new feature: transport
    truckTransport2.gif

    also has a prototype of ai-driver optimized version without physics, usin position lerp.
    and optimize section in cdriver: switching off physics> meshcolliders, slip, sound etc.
    usin with camManager (or maybe should rename it camTracker) checkin distance with its camNow
     
  44. dibdab

    dibdab

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    tracers now no transforms but offsets
    can be filtered out based on attack type
    tracersfilter.gif

    upBodyM in the works
    upbodyR2.gif
     
    Last edited: Mar 20, 2020
  45. dibdab

    dibdab

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    redid the fixerLookAt, made it simpler
    using 2 targets and 1 target with percentage
    fixlookat.jpg
    lookrotation fails at some angles, so added
    calculating target angle and adjusting upward vector
    fixlookat.gif
     
  46. dibdab

    dibdab

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    added more types, so now can change the set too (different hand poses)
    and found a better-looking setting
    fixerlooktypes.gif

    upBodyM + fixerLookaAt
    fixerlookupbod.gif
    just fixerLookAt
    fixerlooknoupbod.gif
     
  47. dibdab

    dibdab

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    also made pooling for slip particles
    unpooled
    slipunpooled.jpg
    pooled
    slippooled.jpg
     
  48. dibdab

    dibdab

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    doublejump
    doublejumps.gif doublejumps2.gif

    updating jumpMX to work w these
    1. continuous raycast [for automatic and ai jump]
    2. raycast at jump input [to work with 'no jump if no target']
    3. raycast at jump point [to check if target has moved > 'go ragdoll if no target']

    Clipboard05.jpg

    another vehicle demo
    https://www.mediafire.com/file/a2v75ho3thwlq2d/sensorSee.ZIP/file
     

    Attached Files:

  49. dibdab

    dibdab

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    realized cannot use a single animSelect parameter
    cannot transit/blend from animstate[animSelect] > animstate2[animSelect]
    but need jump[jumpSelect], fall[fallSelect] etc

    also experimenting with rag-to-anim
    ragdoll2anim.gif

    also redoin aiWalker and doin aiActionSequencer for it
    which makes possible actions like this, by setting time and action
    aiActionSeq.gif
     
    Last edited: Apr 2, 2020
  50. dibdab

    dibdab

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    aiWalker evade variations
    red is enemy, green is destination
    aiwalk1.gif aiwalk1.jpg
    aiwalk2.gif aiwalk2.jpg